A Young Person's Guide to Information Technology Book Nine Creative Programming (A Young Person's Guide to Information Technology#9) | 3rd Edition
Overview
Subject Categories
You can read this book on the following devices:
DESKTOP | eREADERS | ANDROID | IOS | WINDOWS |
Description
This is the ninth book in a series of ten electronic books designed to educate students about information technologies and the digital world they live in. Who will benefit from this book? This book is most suitable for students in their senior grade levels. It is also very helpful for teachers introducing ICT or integrating it into the curriculum. This book is colorful, creative and contains many challenges and activities designed to help young students understand how digital technologies work and how they may efficiently use them to learn and communicate. Most of the recommended software is Open Source. The book also contains a cumulative Continuous Assessment process which may be of value in some educational environments. At the end of each unit students may describe what they have learned and their parent or teacher may award points for each item covered. There are no tests or examinations in this program. What are the intended uses of this book? 1.This book is designed to support both teachers and students in existing ICT curricula and may be useful in areas such as Science, Language Arts, Mathematics and the Arts. 2.The book supports public and private education systems’ instruction and skills training programs to ensure that young people possess the knowledge and skills to function in a digital society, and ultimately to prepare them for entry into higher education and an increasingly digital and computer-based workforce. 3. Students and parents may use the book for home schooling use in support of study projects and personal skills development.
Other Details
Publisher | ITCA Digital Education Systems Corporation |
ISBN | 9780988027282 |
Publishing Date | 25-Mar-2014 |
Language | English |
Series | A Young Person's Guide to Information Technology#9 |
Edition | 3rd Edition |
Territorial Rights |
Worldwide
|
Formats
This eBook is available in the following formats:
EPUB (Adobe DRM)
Format Type | EPUB (Adobe DRM) |
Language | English |
Digital Rights Management | Implemented |
Reading | Allowed |
Copying | Not Allowed |
Printing | Not Allowed |
Expiration | Never Expire |
Software Requirements | Adobe Digital Edition Ver 1.7 |
Suitable Devices | Windows, Mac, Sony Reader, iRex Reader |
Contents
Contents: Book Nine comprises five modules:
Module 1: Algorithms In this module the student is introduced to the basic structure of programming, the algorithm. Related information, such as perfect numbers and the lives and work of some of the world's greatest theorists, is also included to provide an understanding of the relationship between mathematics, history and human experience.
Unit One: Introducing Algorithms
Unit Two: Computing Algorithms
Web Quest: The Environment
Module 2: Java This module instructs the student in Java programming and to understand terms such as "platform", "operating systems" and "object-oriented". The module also focuses on identification of Java objects and how to incorporate them into a programming sequence.
Unit One: Working With Objects
Unit Two: Writing An Applet In Java
Unit Three: Java Arrays
Unit Four: Conditionals And Loops
Unit Five: Java Graphics
Unit Six: Java Plug-Ins
Web Quest: Education
Module 3: Visual Literacy In this module the student will learn how to interpret, appreciate and create visual communications: how the science and technologies of image construction blend with human visual perception to produce visual literacy. Additionally the student will learn how to use digital technologies to create visual images.
Unit One: Observing and Interpreting Pictures
Unit Two: Digital Photography
Module 4: C++ This module introduces the student to the C++ programming language, and programming skills. Specific areas instructed include: C++ data types, writing functions, conditionals and loops.
Unit One: The Basics Of C++ Language
Module 5: Javascript In this module the student can study the skills of JavaScript programming and the applications of JavaScript. Specifically the student will be instructed in scripting, animating graphics and JavaScript frames, cookies and plug-ins.
Unit One: Javascript Basics
Unit Two: Scripting
Unit Three: Animating Graphics With Javascript
Unit Four: Javascript Frames
Unit Five: Javascript And Cookies
About the Author
Dr. Geoff Potter is a teacher and professor of education and information technology. He holds several degrees including a PhD from the University of Sheffield in England.
He has broad international experience in designing and developing educational ICT systems and programs in Britain, the USA, Canada, Mexico, China, India, Australia and Southeast Asia.
As digital information systems have evolved globally Dr. Potter has developed their applications to learning and teaching, creating model schools, instructional systems, curricula and online programs.
Possessing an extensive global knowledge of information and computer-based technologies, Dr. Potter is one of the world’s foremost authorities on ICT teaching and instructional programs. His instructional models and systems are in use in universities and schools worldwide.
The focus of Dr. Potter’s research and educational practice is the education and training of young people to function competently in increasingly digital and information-base environments. He has worked extensively in technical and program design, distance education and the on-line delivery of courseware.
Efficiency in the use of computers and associated technologies is becoming essential for young peoples’ success in both education and the workplace. To address this global development, Dr. Potter has recently created a comprehensive series of books designed to educate young people in technological literacy. The ten e-books comprise a systematic educational program leading towards mastery of the competencies required by young people to enter university, college specialized training programs or the digital workplace.
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